AST files contain PCM16 (16-bit signed) sound data. They're used in Super Mario Galaxy for musics, and possibly in other games.
an header, followed by BLCK chunks which are divided in blocks.<br>
All the data in those files are big-endian, except where mentioned.<br>
All the offsets are absolute (from
begining of file), except where mentioned.<br>
All the sizes are in bytes, except where mentioned.<br>
| Number of
blocks per BLCK chunk
| Sampling rate in Hz (typically
0x7D00 = 32000 Hz)
| Loopstart position in samples
, from beginning of BLCK chunk
The data is divided into blocks.
The number of blocks is defined by entry 0x000C in AST header.<br>
The length of each block is defined by entry 0x0004 in BLCK chunk header.<br>
WARNING: The PCM16 data is stored in BIG-ENDIAN! If you aren't working on the Wii, don't forget to byteswap each sample you read or your sound will be pure junk!<br>
Note: there's sound data for one channel only . Stereo mixing is performed by the Wii's DSP.
=== AST file structure ===
- N is the number of
blocks per BLCK chunk (entry 0x000C in AST header)<br>- N ' is the block size (entry 0x0004 in BLCK chunk header)<br>